Browse Source

Fix macOS and iOS defines in the rendering code.

bruvzg 3 years ago
parent
commit
e7464e7a30

+ 1 - 1
drivers/gles3/storage/config.cpp

@@ -64,7 +64,7 @@ Config::Config() {
 #else
 	float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
 	etc2_supported = true;
-#if defined(ANDROID_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(ANDROID_ENABLED) || defined(IOS_ENABLED)
 	// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
 	// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
 	// For good measure we do the same hack for iOS, just in case.

+ 7 - 7
servers/rendering/renderer_rd/environment/fog.cpp

@@ -500,7 +500,7 @@ Fog::VolumetricFog::VolumetricFog(const Vector3i &fog_size, RID p_sky_shader) {
 	fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
 	RD::get_singleton()->set_resource_name(fog_map, "Fog map");
 
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
 	Vector<uint8_t> dm;
 	dm.resize(fog_size.x * fog_size.y * fog_size.z * 4);
 	dm.fill(0);
@@ -643,7 +643,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
 
 			{
 				RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
 				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 #else
 				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -663,7 +663,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
 
 			{
 				RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
 				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 #else
 				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -675,7 +675,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
 
 			{
 				RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
 				u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 #else
 				u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -949,7 +949,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
 		}
 		{
 			RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
 			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 #else
 			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -960,7 +960,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
 		}
 		{
 			RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
 			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 #else
 			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
@@ -972,7 +972,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
 
 		{
 			RD::Uniform u;
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
 			u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
 #else
 			u.uniform_type = RD::UNIFORM_TYPE_IMAGE;

+ 1 - 1
servers/rendering/renderer_rd/storage_rd/utilities.cpp

@@ -290,7 +290,7 @@ bool Utilities::has_os_feature(const String &p_feature) const {
 		return true;
 	}
 
-#if !defined(ANDROID_ENABLED) && !defined(IPHONE_ENABLED)
+#if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED)
 	// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
 	// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
 	// For good measure we do the same hack for iOS, just in case.